uniform float4x4 ViewProj; uniform texture2d image; uniform float lumaMax; uniform float lumaMin; uniform float lumaMaxSmooth; uniform float lumaMinSmooth; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSALumaKeyRGBA(VertData v_in) : TARGET { float4 rgba = image.Sample(textureSampler, v_in.uv); rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a); float4 lumaCoef = float4(0.2989, 0.5870, 0.1140, 0.0); float luminance = dot(rgba, lumaCoef); float clo = smoothstep(lumaMin, lumaMin + lumaMinSmooth, luminance); float chi = 1. - smoothstep(lumaMax - lumaMaxSmooth, lumaMax, luminance); float amask = clo * chi; return float4(rgba.rgb, amask); } technique Draw { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSALumaKeyRGBA(v_in); } }